A bitmap (raster image) used in a texture mapping process.

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8
votes
2answers
354 views

How can I implement a scanline effect?

I am working on an old-school platformer in libgdx and I want it to have a "scanline" effect, like this: My first attempt was to make a little texture and draw it on a full-screen quad. I used two ...
1
vote
3answers
80 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
1
vote
1answer
113 views

Anisotropic filtering on gbuffer textures for shading pass?

I have a OpenGL 3.3 deferred shader. For my geometry pass I have diffuse textures and/or normal map textures from my models and here I use max anisotropic filtering. But in my shading pass, where the ...
1
vote
1answer
40 views

2 Images, same object: tone difference and alignment

I would like to know a software which helps in post-production to calculate the general color/tone difference of 2 images. The images contain the same object, but arn't shot from the same position. ...
10
votes
1answer
833 views

How to reduce image size without pixelation?

I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
0
votes
1answer
132 views

What size textures do I need for a 2D grid based game if my tiles are larger than textures I have?

I'm building a grid-based game for iPad, and for usability purposes I've selected my game grid to be built of 75x75 squares. However, so far I've seen that the majority of (free)texture catalogs I can ...
2
votes
2answers
593 views

OpenGL texture on sphere

I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ...
1
vote
0answers
83 views

Texture not visible on particles

This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader. I am following an example given in OpenGL 4.0 Cookbook ...
2
votes
2answers
144 views

Replicating no. of sprites without letting the app to slow down and crash

Is it possible that if I'm making a a simple drag-n-drop game, does making a new sprite via constructor with texture as a parameter makes the game slower and depletes more memory until it crashes or ...
1
vote
0answers
69 views

How can I open Monaco's world file? [closed]

So I am trying to get into Monaco's world file so that I can make overviews of the maps, however for some reason, it refuses to open. The file is a mdf file, located in ...Monaco\Mag Yes I have tried ...
7
votes
2answers
344 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
4
votes
2answers
425 views

OpenGL: Filtering/antialising textures in a 2D game

I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D ...
0
votes
1answer
33 views

Versions of GL and its device that don't display or required powers of 2 for the sprites

From this question aside from identifying possibilities of displaying images that don't needed to require powers of 2, what are the versions of GL that can actually display images even if don't needed ...
2
votes
2answers
178 views

Workaround for Texture2D.GetData

I’m converting a game from XNA to iOS with Monogame. In the code snippet below, smallDeform is a Texture2D on which I call the GetData method. smallDeform = ...
0
votes
1answer
93 views

Is it possible to display no white images/sprites when using the latest Android OS?

Was it okay to use Texture.setEnforcePotImages(false) in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to ...
2
votes
1answer
803 views

OpenGL - texelFetch vs texture

I know main difference between texelFetch and texture. But I have two question Is there some penalty with texelFetch ? Like not using cache etc. Is it the same, if I use texelFetch instead of ...
1
vote
2answers
133 views

How can I handle shadowing of a planet's rings by the planet itself?

I assume the most straightforward way to draw planetary rings (such as those around Saturn) is to use a texture that is transparent everywhere except for the rings, and then place the planet in the ...
0
votes
0answers
131 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
0
votes
0answers
27 views

Would it be possible to edit character models of a PS1 game, to be played on an emulator? [duplicate]

There are some abandoned PS1 oldies out there that I would love to see revamped with improved assets. I have some skills with some some modelling programs, so I was wondering if it would be possible ...
0
votes
1answer
83 views

Using tex2Dlod to determine the appropriate size of the texture

We have a top-down game with fixed camera position. We also use orthographic projection so every model in the game will always be viewed from the very same angle and from the very same distance. The ...
1
vote
2answers
798 views

textures in tilemap games: use 2d planes or 3d objects? (example with Dragons of Atlantis)

How to create the textures in games such as Dragons of Atlantis? I was thinking about 2 ways: using 2d planes to save space and memory, using the color from the 3d software adding a very simple ...
1
vote
0answers
112 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
1
vote
1answer
274 views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of these textures and put them into a ...
1
vote
0answers
78 views

How to load all textures at startup in my game?

In my Android 2D game every level uses the same textures. Currently all my textures are loaded into memory in the onSurfaceCreated() method of my GLSurfaceView.Renderer when a level is choosen by ...
1
vote
0answers
80 views

Wrong UV mapping when using small textures and positions

I am using a really small texture (64x64) and when I use it as a UV map on my mesh, there are some incomplete lines from the color of the other side of the UV map rendered as well (in this case, ...
0
votes
0answers
101 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
0
votes
1answer
231 views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
0
votes
1answer
121 views

Why do the ALPHA channel in TGA is not visible?

Good morning GDSE, I am loading a TGA using loadTGA function found in superbible 4th edition source code. Here is how the image looks in Gimp You can see I have enabled alpha channel in Gimp, I ...
3
votes
1answer
129 views

How to categorize textures into atlases

I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, ...
1
vote
1answer
259 views

OpenGL Texture loaded but wont draw on Bind

I wrote my entire Texture loader by hand. I'm not using any Libraries. From what I gather the loading part is done correctly and stored in the texture class: Texture* TGATextureLoader::create(const ...
1
vote
2answers
123 views

NPOT texture and video memory usage

I read in this QA that NPOT will take memory as much as next POT sized texture. It means it doesn't give any benefit than POT texture with proper management. (maybe even worse because NPOT should be ...
0
votes
1answer
220 views

How to load and draw this *.obj correctly?

I have a loader class for *.obj files (called GLModel) which has 2 main methods - public GLModel(BufferedReader ref, boolean centerit, GL gl,Texture texture) which use for *.obj load , and ...
3
votes
2answers
487 views

Need to produce an animated texture of Water where each image tiles in all directions

I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of ...
0
votes
0answers
106 views

Overlay partially transparent texture onto another, but not the background

I'm using XNA and C#. I have two shapes (texture2ds), and I want to overlay shape 2 (50% transparent square) over shape 1 (opaque circle), but I want to get Option B, not Option A. I basically want ...
1
vote
2answers
267 views

Building a tessellated texture

In games like Minecraft the textures such as grass when lined up side-by-side it looks like one big perfect texture. When I make a texture it's never even and you can see the different blocks. How do ...
0
votes
1answer
66 views

Pre-render bump mapped/normal mapped textures?

I saw Direct3D supports rendering bump map textures. But why is this necessary? Can't I just pre-render the already "bumped" textures and use the exported file? The resulting image is still simple ...
6
votes
4answers
735 views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
0
votes
1answer
257 views

Difference between texture.Load() and texture.Sample() methods in DirectX?

The question is simply that: What is the difference between texture.Load() and texture.Sample() in DirectX? I've used a Texture2D to store the depth in a pass of a DirectX Shader (with SharpDX), and ...
8
votes
2answers
524 views

What are some ways to texture map a terrain?

I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass ...
2
votes
2answers
171 views

XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
2
votes
1answer
441 views

RTS Voxel Engine using LWJGL - Textures glitching

I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm ...
0
votes
0answers
33 views

How to create a map-like (clouds) texture [duplicate]

If you place a map of the world on a sphere, it will look like the image is continuous. Basically the left end of the image is sort of a continuation of the right end. You won't be able to see any ...
0
votes
2answers
185 views

Normal map applied as diffuse textures looks wrong

Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I ...
0
votes
1answer
33 views

Using texture() in combination with JBox2D

I'm getting some trouble using the texture() method inside beginShape()/endShape() clause. In the display()-method of my class TowerElement (a bar which is DYNAMIC), I draw the object like ...
1
vote
1answer
150 views

Size of an image imported with FreeImage

I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method ...
2
votes
1answer
180 views

Masking OpenGL texture by a pattern

Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles ...
1
vote
1answer
1k views

OpenGL ES 2.0. Sprite Sheet Animation

I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move ...
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
0
votes
2answers
84 views

Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: ...
0
votes
1answer
73 views

Texture errors in CubeMap

I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a ...